#version 330 core
out vec4 FragColor;
 
in vec3 ourColor;
in vec2 TexCoord;
 
uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
    // 1.0f - TexCoord.x相当于做水平镜像
//    FragColor = mix(texture2D(texture1, TexCoord), texture2D(texture2, vec2(1.0f - TexCoord.x, TexCoord.y)), 0.2f) * vec4(ourColor, 1.0f);
    FragColor = mix(texture2D(texture1, TexCoord), texture2D(texture2, TexCoord), 0.2f);
}
